[Pinned] [CS] Esme Sunshard

Esme SunshardSunward of the PathfindersThe SpectreFleet CommanderCaptain of The Widow's BaneCaptain of The Bloody LilyThe God-SlayerThe DemonslayerThe ValiantThe ConquerorHero of AzerothCorsairPirate-HunterKnight-Captain

Persuasion: 1d30>22. Attempt to persuade a target with logic.Charm: 1d30+2>18. Attempt to win a target with charm or charisma.Seduce: 1d30>18. Attempt to appeal to the target’s individual tastes with flirtation.Plead: 1d30>22. Sometimes a good groveling might win the heart of a target.Intimidation: 1d30>18. Attempt to force a target to see your way by frightening them.

+4 to threshold for non commoners

+4 to threshold for blood elves

Only roll for one social roll type for an event

If a diplomacy roll fails, roll 1d3 to need to challenge for duels, 1 is successful

Stealth [Passive]: Start stealthed at the beginning of battle. Deal an additional +5 modifier on attacks against a target when coming out of stealth. Attempt to restealth at the end of a turn by rolling 1d3, with 1 being a success.Range: Self

Combat Reflexes [Passive]: Whenever attacked by a melee unit, roll 1d3. If a 1 is rolled, the attacker takes the damage instead.Range: Melee

Vicious Strikes [2]: Capitalize on the weakness of an enemy. For the next two turns, deal damage to an enemy target and up to two adjacent targets within 5ft. Range: Self

Scoundrel’s Tricks [3]: When used, the next attack dealt by the player will have a chance to stun a non-boss enemy target for a turn by rolling a 1d20>12 where a +12 is successful. This is a minor action.

Blade Dance [Dagger][3]: Minor action (can be used with other minor actions on a given turn). Deal half of the damage dealt by their basic attack to an adjacent target within 5 ft.

Riposte [Sword] [3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.

Resourceful [Combatant]: Grants an additional use to every class ability.

Born Leader [Virtue]: When character is alive, players within 10ft have -2 threshold for CC checks (does not affect self).

Vices & Virtues:

Virtues:

(Sin’dorei) Arcane Affinity - +4 to Arcane checks.

(Sin’dorei) Beautiful - +2 to Charm.

(Commoner) Lay of the Land - +10 Perception, Reroll perception once per event and keep the second of the two rolls.

(Commoner) Lucky - Reroll any critically failed challenge checks up to one success per event.

(Veteran) Adventurer - Reroll an initiative roll once per event and keep the second of the two rolls.

(Veteran) Athletic - Reroll a failed sprint check, up to one success per event.

Swift - +5ft for walk and sprint.

Alert - +15 Perception

Born Leader - When character is alive, players within 10ft have -2 threshold for CC checks (does not affect self).

Amphibious - Cross or move through water without a challenge check or movement penalty.

Agile - +2 Dueling Defense die.

Scryer - Reroll any failed perception check, up to one success per event.

Vices:

Arrogant I - Whenever attempting a social challenge against another character, that character will have a +4 to their threshold if they do not have the same background as your character.

Mean I - Your character’s plead and persuasion attempts have a +4 to the threshold.

Pariah I - Whenever attempting a social challenge check against another character, that character will have a +4 to their threshold if they are the same race as your character.

Stubborn II - At the start of diplomacy, pick out a single type of social challenge roll. Only that roll type can be used for the remainder of the event.

Weakness to Arcane I - (Negates Arcane Affinity) -8 to Arcane checks.

Hotheaded I - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.

Bandages/Poisons/Potions:

Bandages: Used at the end of a battle scene to heal a player for 1d30+5. Can be used on self or other players.

Oil of the Man Slayer: Increases +2 mod damage to all basic attacks and class abilities against all humanoid enemies.

Starkvenom Poison [x2]: Used on melee weapons. Increases damage to a single weapon by +1 mod or +4 max.

Flashing Star Grenade: 5d5 in a small explosion template. Also causes a bright flash forcing non-boss targets to roll 1d20>11 to prevent from being stunned.

Health Potion: Heals a player for 1d50+15. Can be used on other players. Can be used in the same turn as a moment/attack. Cannot be used as an instant.